using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Player_JumpFallState : PlayerStateInAir
{
    public Player_JumpFallState(Player player, StateMachine stateMachine, string animName) : base(player, stateMachine, animName)
    {
        
    }
    public override void Update()
    {
        base.Update();
        if (player.IsGround)
        {
            stateMachine.ChangeState(player.idleState);
            return;
        }
        if (player.IsWall)
            stateMachine.ChangeState(player.wallSildeState);
    }

}
